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Welcome to The Elder Scrolls Online v1.3.3, our third major content update.

In this update, we've added armor dye stations where you can change the color of your armor with dyes you unlock through achievements. We've also added and improved many guild features including the addition of guild heraldry, guild traders, and improved guild management.

Another exciting change is the updates to our campaigns in Cyrodiil. We've implemented new campaign options, each with their own rule set.

Alongside these new features, you'll find many fixes to quests, combat, art, and audio. We're also continuing to work on the overall class balance, but are doing so carefully so as not to impact your build too much.

Armor dyes have now been added to the game! You can visit a dye station and interact with it to dye any piece of armor that you own.

Dye stations can be found in at least one town in every normal overworld zone. There are new map markers add for these dye station locations

Every piece of gear has up to three separate areas that can be dyed individually, and you have tools available to do so.

Color Sets: You can use the special dye tools to create and apply custom color sets.

Eye Dropper Tool: You can use the eye dropper tool to pick colors from previously dyed gear, and apply that color elsewhere.

Paint Bucket Tool: This tool applies the dye you've selected to the corresponding color area of every piece of gear you have equipped.

At a dye station, you can see every color available. Dyes you haven't obtained yet are displayed with a lock icon. Hover over any locked color to see which achievement is associated with it. You can right-click on it to jump to the achievement panel and read the achievement's completion criteria. When a dye is unlocked, it will be available for all characters on your account.

Guild leaders can design a heraldry that will appear on equippable tabards. Customization of your heraldry costs a fee in gold that is automatically deducted from your guild's bank. To modify the guild's heraldry, guild leaders can click the heraldry tab on the Guild window (displayed before the history tab).

There are over 250 colors, 63 backgrounds, and 136 crests available for creating a heraldry.

Once a heraldry has been designed, any guild member can purchase a tabard by visiting the Guild's Store and searching for items of type 'Guild Items'.

If a guild leader changes the tabard, all tabards update in real-time.

Guilds can now hire merchants from The Gold Coast Trading Company in locations across Tamriel to serve as public outlets for their guild stores.

Guilds will participate in a blind bid that lasts one week to win the traders' services for one full week. You can only bid on one trader at a time, and the highest bidder will be the winner.

Guilds can also hire a trader for a flat fee, as long as the trader is currently un-hired.

You can hire the trader during a bidding cycle, though you'd only be hiring him for the remaining time that's left on the bidding cycle. This hire lasts up to a week, until the end of the current bidding cycle, and is first come first served.

A hired trader will display the guild store of the hiring guild to all channels, including Veteran versions of the zone.

Guild traders can mainly be found in zone capitals, though a few can be seen selling wares throughout various overworld zones.

We've made changes to the way we cache textures for your alternate weapon that will allow you to swap weapons reliably and instantly. The previous delay when swapping has been reduced significantly, so swapping to your second ability set will be seamless and fast, making combat feel more responsive.

Brightness, contrast, and color curves throughout the game are now adjusted via post-processing. In some locations, the effect will be subtle, but it will be more noticeable in others. We've done this to improve the visual quality of the game by increasing contrast in scenes, balancing overall color values, and reducing the influence of yellow in the sunlight and interior lighting. You'll notice more color depth and a more realistic look in the world. We don't anticipate these changes having any effect on performance, since we were already making a post-processing pass, but you can disable color correction by setting the COLOR_CORRECTION value in your UserSettings file to "0." Check out these screenshots showing the new color correction (on the left) compared to the old version:

To prepare for our dye system, we've re-evaluated the color palette we use for armor and have made some adjustments to how colors display on gear throughout the game. This gives us more flexibility to add new armor sets and crafting materials, provides some more saturated colors, and will make upgrades consistently look more significant. The upgrade may alter the original colors on armor you already own, but you'll be able to choose your own color schemes with the dye system should you dislike the changes.

We added a new and optional difficulty mode for the final fight in Aetherian Archive and Hel Ra Citadel. Look for clues near each Celestial to find out how to trigger this new mode. When you complete the difficult version of a Trial, you will be rewarded with a piece of armor from an upgraded version of the Mage, Serpent, or Warrior Item Sets which contain better stats and visuals. The colors in this set are exclusive to this armor, and cannot be duplicated with dyes.

The cost to respec has been reduced to 1 gold per skill point or stat point. Note that this is a temporary change and in approximately one week, respec costs will return to a normal (but reduced) cost in patch v1.3.4.

Abilities will no longer become unusable when targeting a critter.

Fixed several issues where some abilities couldn't be used to attack critters.

Fixed a number of typos on player abilities.

Blocking in first-person view during God of Schemes will no longer cover your entire screen.

Fixed an issue where NPC followers could become stuck and unable to attack.

Fixed an issue where morphed abilities would not slot onto your ability bar automatically after you redistributed your skill points.

Fixed an issue where you wouldn't look forward while moving diagonally.

Fixed an issue where an enemy's hit reactions wouldn't line up with your attacks.

Immunity granted by Break Free and the immunity given to you after you're hit by a crowd control ability now provide immunity to all types of crowd control.

Enemies killed by reflected attacks now play their death animation at the proper time.

All weapon abilities can now proc weapon enchantments.

Fixed an issue where weapon procs would not trigger at the correct time.

Fixed some animation issues that were caused by trying to Break Free during a knockback.

The crowd control breaker ability is now displayed as "Break Free" in item and ability descriptions.

Fixed an issue where you could be dismounted from your horse when an active spell effect expires.

Abilities that are reflected by enemies no longer create an extra projectile.

Fixed an issue where some two handed axes had the wrong visual style.

Monsters in the overland will no longer act erratically and bring in outside support during combat when they're not supposed to.

Fixed an issue where the guild store belonging to a claimed keep in Cyrodiil could not be browsed by a non-guild member. Now if you own a keep, your guild store can be browsed by anyone of the same alliance.

You can now purchase items listed on the guild store even if the guild member count has fallen below 50.

Half of the taxes from a transaction on the guild store now get deposited directly into the guild bank.

This does not include the listing fee.

The amount of tax incurred has not increased; it is split between the trader NPC and the guild.

Fixed an issue where you would not be able to advance quest if you killed Zix, then waited near Renard long enough for him to reset. We also fixed an issue so Renard will not disappear if you exit the room to the North during the fight with Zix.

47 new achievements have been added to the game across all sections, from crafting to dungeons to PvP, and many of these new achievements will have dyes associated with them.

If you have already completed the challenge mentioned in the achievement, in many cases you will be back credited for the new achievement. For example, becoming Emperor is a new achievement in the game, and any previous or current emperors will receive credit for this achievement.

When entering areas such as public dungeons, group dungeons or delves, it is now more clear if you can tackle this alone or if you need a group.

Item tooltips now specify if they only apply to group members.

Fixed an issue that could cause interactable objects to yield items with the wrong icon.

Clickable weapons and armor in the world now produce items with the correct tints.

The vendor Urildil now sells all types of weapons instead of just axes.

Skirmisher: Fixed an issue where your weapon damage was not being increased properly. We also fixed an issue with Critical Strike where it was being increased by 100% of the critical strike value, rather than a flat percentage of 10%.

Each inventory can now have a single unique version of an item, including the bank.

For example, if you have two characters under your account and have a disguise, you could have three different versions of the disguise: one disguise in your first character's inventory, one disguise in your second character's inventory, and one disguise in the bank.

Two Moon's Path: Fixed an issue that was preventing Rid'thar from spawning and blocking your quest progress. We also fixed an issue so if you log out during a vision, you will be able to interact with the crystals.

The First Step: You will no longer be blocked from advancing this quest if you log out, die, or leave the temple during the cleansing ceremony.